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The Wait of the World Update

***MACHINES, WE KNOW YOU HAVE BEEN WAITING.

...YET... SO HAS HE .

ULTRAKILL PRIME SANCTUM 2 IS NOW READY FOR YOU:***

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It features new music by Heaven Pierce Her (Hakita) as well as guest artist KEYGEN CHURCH

You think you're ready? That's cute.

**Why not relax and also take in

new Secret Level 5-S while you're here?**

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Our decidedly most chill secret level to date.

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Because something tells us you're going to need it.

This update also contains Radiant Enemies:

They can be tested in Sandbox Mode currently and will eventually be used in the Cyber Grind and upcoming **Encore levels **with alternate enemy placements...

As well as the S.R.S Cannon (Green Rocket Launcher Variation)

Sam would be proud.

And... The Developer Museum.

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Created entirely by (paid) ULTRAKILL community developer Vvizard, this massive structure houses many halls, many balls, a working movie theater, an aquarium... and maybe even some secrets.

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It was designed and built as a testament to ALL of the talented people who have contributed work to ULTRAKILL over the years, and we hope you enjoy exploring it much more than a simple credits screen.

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But enough about that....

REMEMBER:

STAY VIGILANT

And most importantly

H_A_V_E _ F_U_N

New Limited Edition shirts are now available at NewBloodStore.com

Please only purchase if you have beaten P-2

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We're sure there may be some small updates necessary after this - but *rest assured... * We will soon be diving head first into:

LAYER 7: VIOLENCE

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FULL PATCH NOTES:

Additions:

  • Added P-2

  • Added 5-S

  • Added the developer museum

  • Added rocket launcher variation "S.R.S. Cannon"

  • Added radiant enemies

  • Added modifier arm for the Sandbox

  • Added controller rumble

  • Added "outline thickness" option to Enemy Silhouettes

  • Added shine setting for custom weapon colors

  • Added console command "input mouse sensitivity" to allow setting mouse sensitivity with decimals

General changes:

  • Rewrote shaders for better performance

  • Rewrote bloodstain shaders for much better peformance

  • Rewrote assetbundle system for faster level loads and removed the loading screen from the game's start

  • Enemies hidden behind Virtue beams will now be visible via outlines

  • Added a faint transparent light shaft to Virtue insignias as they are winding up to better show the range of the beam

  • Falling Malicious Faces can now break Idols

  • Streetcleaners now explode when splattered (ie. death from fall damage)

  • Cyber Grind high score is now visible in the level select

  • Slightly moved a doorframe in 0-1 to stop it from getting in the way for speedrunners

  • Added a broken terminal to the 5-3 exit

  • Added warning for custom Cyber Grind patterns disabling high scores

  • The tutorial will now force the player to equip the Feedbacker if they have no arm that can punch equipped to avoid softlocks

  • In the exterior areas of 5-2 and 5-4, lightning can now periodically strike enemies that have nails, magnets or a screwdriver attached

Balance changes:

  • Parrying an attack now restores player to full stamina

  • Parrying a Ferryman will now summon a lightning bolt to his position (does not damage the player)

  • Ferrymen can no longer be damaged by other enemies (excluding reflected attacks such as parried projectiles and chargebacks)

  • Enemies that predict enemy movements will now correctly attempt to predict player position when riding a rocket

  • Malicious Faces can now use their beams to try to snipe a rocket the player is riding on

  • Alternate Revolver's primary fire cooldown is now seperated per variation

  • Alternate Revolver's primary fire cooldown now resets when the gun is cocked instead of when it's ready to fire

  • Whiplash can now only carry a maximum of 5 rockets simultaneously

  • Whiplash can no longer carry ejected cores

  • Changed the phase change health threshold for a non-boss Hideous Mass from 10 to 20

  • Insurrectionists can no longer die from passive fire damage

  • Insurrectionists will now only pull themselves to their boulder after an air stab if the boulder has connected with a surface

  • Cybergrind laser grid no longer kills Mindflayers

  • Removed the ability for Idols to swap between targets that have the same priority rank on Violent difficulty and above

  • When attached to a Flesh Prison, magnets will no longer pull towards the enemy's center instead of the magnet's

  • Tweaked the final arena of 4-3 to account for recent enemy balance changes

  • Reduced 4-3 S rank style requirements from 18000 to 17000

Fixes:

  • Fixed a memory leak caused by Sentries with outlines

  • Fixed Ferryman spawning at the wrong vertical coordinates in the Cyber Grind, sometimes causing them to die instantly

  • Controller navigation for the act 2 level select fixed

  • Fixed pausing and unpausing while using a shop breaking arms and/or whiplash

  • Fixed loading popup appearing behind P-1 level select

  • Fixed a bug where jumping, sliding and unsliding while still close to the ground would cause the jump height to be multiplied (dive and USJ are unaffected)

  • Fixed a bug where riding a rocket could clip through a thin wall if there's another thin wall right behind it

  • The coin hitbox size increase caused by V2 2nd shooting it no longer stacks when punched

  • Fixed broken door colliders in the pool room in 4-3

  • Fixed burning enemies causing extra kills when dying from fire after the player activates a checkpoint that stores their state

https://store.steampowered.com/app/1229490/ULTRAKILL/

Follow Development: twitter.com/ULTRAKILLGame

Join us: Discord.gg/NewBlood

Читать в Steam ↗

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